I don't know the technical reason why a choice like that is made, but I'd be happy to pass on the suggestion
RammaStardock
Thanks for the feedback, I can see what you mean from a contextual standpoint
[quote who="Norska" reply="4" id="3900127"] I noticed the same thing. If you build trade ports you get boxes to use in the trade window (F8). If you do not allocate them to "boosting" your exports of a particular resource then the boxes seem to stay in the "import" area up the top. However nowhere does it say what importing does for you or what it imports. As soon as you allocate an import box to an export slot you get trade income showing in the exact amount allocated by the
I'm curious to try this myself considering what a debated topic components are
Haha appreciate this Paul, I've actually started a dedicated thread on discord about unresolved or ongoing issues between patches to make sure these aren't lost, Ill make sure this is added
[quote who="Norska" reply="2" id="3900252"] Preferable to all of this is keeping the fleet orders from sins 1 - Jump together 3 green arrows - How close ships stay in formation - really need this as my fleets in sins2 end up all over the place instead of supporting. Some actual formation shapes would be great as well. - How far out ships react to threats circle - Very useful for keeping ships near repair yards or bombing (bombarding is a better word) a pl
Additional update notes were added under the date 8/18/23
Thanks for the catch as always
So to be clear you captured a planet, the nearby shipyard flipped to you with full control, but is still being sponsored resource wise by an enemy core world out of your control?
Thank you for sharing this, so to be clear, improvements like colonization center are available to be built on core worlds as orbital improvements as well, but only provide a benefit when built on a colony instead?
Thanks for the report, that is definitely troublesome for our ship design fans, Ill share this with the team
Glad to see this is one less issue [e digicons]:D[/e]
Ive been seeing some weird invisible icon shenanigans, and will report this asap
[quote who="zichella1" reply="2" id="3900334"] While we are at the core world / planet screen. Been noticing that my people become invisible intermittently. I'll have several people on a planet but only a couple icons show up under citizens (sometimes). I click in an 'empty / invisible' slot that should have a person and it brings up the training window. I have been seeing this behavior for awhile. [/quote] Thank you, Ill bring this back up, Ive definite
Thank you for the insight and feedback! Could I ask you to expand on how you'd like terror stars to be made more clear?
I know some previous artifacts were reported to only take effect when at war/a target must be an enemy, and thats being investigated. Ill add these to the same report just in case. Thank you
This could be a very useful quality of life change
Thanks for sharing and great work!
Thank you for the report, were you able to replicate this in any subsequent games, and do you happen to have a relevant save we can review? Those are super helpful
These are some interesting suggestions we may have to revisit once they are implemented
This is some impressive stuff! Thank you so much for sharing it
thanks for the report, were you able to replicate this in other games?
[quote who="Jasio83" reply="4" id="3899437"] I see that this post was not updated since may. This is actually a game breaking bug. For me, it is brute stopping me from entering another sector. Any ship trying to cross the portal is automatically resent back to the starting point of said portal. There are hundreds of ships stuck in perpetual circle in trying to cross the stream only to reappear few hexes away and going back for the portal. Setting waypoint on the other side and sending sh
Just wanted to confirm that this issue was resolved with the update?
Thats good to know, I wonder what causes that relation